Take a look at what’s possible, Theia Interactive built Optim as a plug-in for Datasmith thanks to how Epic Games Unreal Engine enables Python developers to get in, under the engines hood to make custom plugins possible for all kinds of functionality. This is another example of how Epic Games is inventing new markets in its own ecosystem.
With Epic recently making the editor 100% scriptable with python, developers have total freedom enabling them to write simple code to automate everyday actions like imports processes, or deleting and generating UVs. Simple tasks made automatic saving developers time, efforts and speeding up production.
Optim uses Datasmith’s 20+ format support to get high-fidelity data out of those core applications. Epic has focused their technical skills on accurately bringing over metadata, converting materials to Unreal Engine, and dealing with a wide range of data-prep issues. Optim builds on that base to simplify the optimization process.
Some examples of things that you could automate with Optim are:
- Skip the import of any meshes with names containing a certain string
- Create LODs for any mesh larger than a given number of triangles
- Instance any mesh with a particular name
- Merge everything with a particular property under a single group
- Replace all materials by name with existing materials from the Content Browser
Unlike Blueprints, the Python environment is only available in the Unreal Editor, not when your Project is running in the Unreal Engine. That means that you can use Python freely for scripting and automating the Editor or building asset production pipelines, but you cannot currently use it as a gameplay scripting language. If you wish to use a gameplay scripting language blueprints are the best option for now.
Optim shows the newly found possibilities of Unreal with the help of python being integrated with Datasmith it allows all developers to make the Unreal Engine theirs and customize every aspect of it. Optim will also be sold as a subscription package in early 2019. Could this be the start of a new market? Epics developed a design engine which is now stable enough to possible be the home of a totally new market. A market where third-party teams like Theia Interactive can take advantage of the Unreal Engine creating services and content without any barriers to enter the market and profit to be made.
“It’s happening, just waiting on 2019.1 features in core for wider beta release” was the response of OTOY CEO Jules Urbach in a comment in the OctaneRender Facebook Group, when OSF pushed for release date news of the new OctaneRender UE4 plugin and integration.
Earlier this year OTOY and Epic Games announced that OctaneRender and Unreal Engine will be integrated in the first half of 2019. The software’s have been designed together to help improve AI-accelerated GPU path-tracking and light field baking for unreal powered games, films, VFX, arch vis and mixed reality and virtual production applications.
The new software abilities and features will be included in the OctaneRender’s $20/month baseline subscription package. This subscription enables you to have 20 GPU’s, network rendering and over 20 DCC integrations all at your fingertips.
Earlier this year at SIGGRAPH where there was an Unreal Engine integration display the engine showed abilities to:
- Rapidly do automatic conversion of Unreal Engine scenes and materials into OctaneRender.
- Brigade Engine was demonstrated during the display, an OctaneRendering tool was used to realtime path trace games and interactive content, the tool was powered by the Unreal Engine.
- The display showed the ability to AI Light, AI Scene, AI Spectral and Volumetric Denoising, and Out-of-Core Geometry, UDIM Support and Light Linking for production-ready final rendering.
- Volumetric Geometry and Lighting for infinite detail and granular lighting control.
- By using OTOY’s ORBIX scene format you’ll able to support more than 20 of the industry’s leading DCC tools- including Cinema 4D, Autodesk Maya, and 3DS Max. This enables artists to create scenes wherever they prefer and easily drop them into the Unreal engine and the content be fully responsive.
- OctaneRender is optimized to support: NVIDIA RTX Ray Tracing, Vulkan, DXR, CUDA and Metal iOS/Mac OS backends built on OTOY’s cross-platform RNDR framework.
Above: OSF virtual sets rendered in octane, baked in Unreal Engine.
This isn’t the first collaboration between OTOY and Epic Games, this collaboration expands on the previous release of Paragon assets which was given to all Unreal Engine developers. Which included OTOY’s LightStage and this gave the developers more facial scanning technology to reach new levels of photorealism. The integration of OctaneRender 2019 into Unreal Engine will gain developers access to the RNDR SDK which will serve as the portal for OTOY’s end-to-end holographic mixed reality.